diff options
| author | Nefarion <nefarion123@gmail.com> | 2013-03-08 21:41:30 +0100 |
|---|---|---|
| committer | Nefarion <nefarion123@gmail.com> | 2013-03-08 21:55:37 +0100 |
| commit | 49fd11ab5aebcbce86ca2ee48711287cf020d798 (patch) | |
| tree | 8086b6f797c80dbf09edd8f41c1c79912838e3b6 /src/server/game/Entities/Unit | |
| parent | 2dbe3d6cfe2d174b5edf9fdb6720fee21c7009d2 (diff) | |
First step of comment style refactoring to doxygen-style.
Diffstat (limited to 'src/server/game/Entities/Unit')
| -rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 42 | ||||
| -rw-r--r-- | src/server/game/Entities/Unit/Unit.h | 6 |
2 files changed, 24 insertions, 24 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 4c48a55694c..0e93bd93433 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -624,7 +624,7 @@ uint32 Unit::DealDamage(Unit* victim, uint32 damage, CleanDamage const* cleanDam uint32 share = CalculatePct(damage, (*i)->GetAmount()); - // TODO: check packets if damage is done by victim, or by attacker of victim + /// @todo check packets if damage is done by victim, or by attacker of victim DealDamageMods(shareDamageTarget, share, NULL); DealDamage(shareDamageTarget, share, NULL, NODAMAGE, spell->GetSchoolMask(), spell, false); } @@ -844,7 +844,7 @@ void Unit::CastSpell(SpellCastTargets const& targets, SpellInfo const* spellInfo return; } - // TODO: this is a workaround - not needed anymore, but required for some scripts :( + /// @todo this is a workaround - not needed anymore, but required for some scripts :( if (!originalCaster && triggeredByAura) originalCaster = triggeredByAura->GetCasterGUID(); @@ -1104,7 +1104,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss) DealDamage(victim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, SpellSchoolMask(damageInfo->schoolMask), spellProto, durabilityLoss); } -// TODO for melee need create structure as in +/// @todo for melee need create structure as in void Unit::CalculateMeleeDamage(Unit* victim, uint32 damage, CalcDamageInfo* damageInfo, WeaponAttackType attackType) { damageInfo->attacker = this; @@ -1427,7 +1427,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss) // No Unit::CalcAbsorbResist here - opcode doesn't send that data - this damage is probably not affected by that victim->DealDamageMods(this, damage, NULL); - // TODO: Move this to a packet handler + /// @todo Move this to a packet handler WorldPacket data(SMSG_SPELLDAMAGESHIELD, (8+8+4+4+4+4)); data << uint64(victim->GetGUID()); data << uint64(GetGUID()); @@ -2456,7 +2456,7 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit* victim, SpellInfo const* spell) return SPELL_MISS_NONE; } -// TODO need use unit spell resistances in calculations +/// @todo need use unit spell resistances in calculations SpellMissInfo Unit::MagicSpellHitResult(Unit* victim, SpellInfo const* spell) { // Can`t miss on dead target (on skinning for example) @@ -2575,7 +2575,7 @@ SpellMissInfo Unit::SpellHitResult(Unit* victim, SpellInfo const* spell, bool Ca return SPELL_MISS_IMMUNE; // All positive spells can`t miss - // TODO: client not show miss log for this spells - so need find info for this in dbc and use it! + /// @todo client not show miss log for this spells - so need find info for this in dbc and use it! if (spell->IsPositive() &&(!IsHostileTo(victim))) // prevent from affecting enemy by "positive" spell return SPELL_MISS_NONE; @@ -5200,7 +5200,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere target = this; if (roll_chance_i(10)) - ToPlayer()->Say("This is Madness!", LANG_UNIVERSAL); // TODO: It should be moved to database, shouldn't it? + ToPlayer()->Say("This is Madness!", LANG_UNIVERSAL); /// @todo It should be moved to database, shouldn't it? break; } // Sunwell Exalted Caster Neck (??? neck) @@ -5600,7 +5600,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere if (!vehicleBase) return false; - // Todo: Check if this amount is blizzlike + /// @todo Check if this amount is blizzlike vehicleBase->ModifyHealth(int32(vehicleBase->CountPctFromMaxHealth(1))); break; } @@ -7181,7 +7181,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere // Mark of Blood if (dummySpell->Id == 49005) { - // TODO: need more info (cooldowns/PPM) + /// @todo need more info (cooldowns/PPM) triggered_spell_id = 61607; break; } @@ -8092,7 +8092,7 @@ bool Unit::HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* trigg basepoints0 = int32(auraSpellInfo->Effects[EFFECT_0].CalcValue() * GetMaxHealth() / 100.0f); target = this; trigger_spell_id = 31616; - // TODO: Threat part + /// @todo Threat part } else return false; @@ -8449,7 +8449,7 @@ bool Unit::HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* trigg { if (AuraEffect* aurEff = owner->GetDummyAuraEffect(SPELLFAMILY_WARLOCK, 3220, 0)) { - basepoints0 = int32((aurEff->GetAmount() * owner->SpellBaseDamageBonusDone(SpellSchoolMask(SPELL_SCHOOL_MASK_MAGIC)) + 100.0f) / 100.0f); // TODO: Is it right? + basepoints0 = int32((aurEff->GetAmount() * owner->SpellBaseDamageBonusDone(SpellSchoolMask(SPELL_SCHOOL_MASK_MAGIC)) + 100.0f) / 100.0f); /// @todo Is it right? CastCustomSpell(this, trigger_spell_id, &basepoints0, &basepoints0, NULL, true, castItem, triggeredByAura); return true; } @@ -9527,7 +9527,7 @@ void Unit::SetCharm(Unit* charm, bool apply) sLog->outFatal(LOG_FILTER_UNITS, "Player %s is trying to charm unit %u, but it already has a charmed unit " UI64FMTD "", GetName().c_str(), charm->GetEntry(), GetCharmGUID()); charm->m_ControlledByPlayer = true; - // TODO: maybe we can use this flag to check if controlled by player + /// @todo maybe we can use this flag to check if controlled by player charm->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); } else @@ -9644,7 +9644,7 @@ Unit* Unit::GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo) && spellInfo->CheckTarget(this, magnet, false) == SPELL_CAST_OK && _IsValidAttackTarget(magnet, spellInfo)) { - // TODO: handle this charge drop by proc in cast phase on explicit target + /// @todo handle this charge drop by proc in cast phase on explicit target (*itr)->GetBase()->DropCharge(AURA_REMOVE_BY_EXPIRE); return magnet; } @@ -10645,7 +10645,7 @@ uint32 Unit::SpellCriticalDamageBonus(SpellInfo const* spellProto, uint32 damage { case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100% case SPELL_DAMAGE_CLASS_RANGED: - // TODO: write here full calculation for melee/ranged spells + /// @todo write here full calculation for melee/ranged spells crit_bonus += damage; break; default: @@ -10683,7 +10683,7 @@ uint32 Unit::SpellCriticalHealingBonus(SpellInfo const* spellProto, uint32 damag { case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100% case SPELL_DAMAGE_CLASS_RANGED: - // TODO: write here full calculation for melee/ranged spells + /// @todo write here full calculation for melee/ranged spells crit_bonus = damage; break; default: @@ -12257,7 +12257,7 @@ void Unit::UpdateSpeed(UnitMoveType mtype, bool forced) } // Normalize speed by 191 aura SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED if need - // TODO: possible affect only on MOVE_RUN + /// @todo possible affect only on MOVE_RUN if (int32 normalization = GetMaxPositiveAuraModifier(SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED)) { // Use speed from aura @@ -12683,7 +12683,7 @@ Unit* Creature::SelectVictim() return NULL; } - // TODO: a vehicle may eat some mob, so mob should not evade + /// @todo a vehicle may eat some mob, so mob should not evade if (GetVehicle()) return NULL; @@ -15362,7 +15362,7 @@ void Unit::Kill(Unit* victim, bool durabilityLoss) { Map* instanceMap = creature->GetMap(); Player* creditedPlayer = GetCharmerOrOwnerPlayerOrPlayerItself(); - // TODO: do instance binding anyway if the charmer/owner is offline + /// @todo do instance binding anyway if the charmer/owner is offline if (instanceMap->IsDungeon() && creditedPlayer) { @@ -15724,7 +15724,7 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au } CastStop(); - CombatStop(); // TODO: CombatStop(true) may cause crash (interrupt spells) + CombatStop(); /// @todo CombatStop(true) may cause crash (interrupt spells) DeleteThreatList(); // Charmer stop charming @@ -15859,7 +15859,7 @@ void Unit::RemoveCharmedBy(Unit* charmer) type = CHARM_TYPE_CHARM; CastStop(); - CombatStop(); // TODO: CombatStop(true) may cause crash (interrupt spells) + CombatStop(); /// @todo CombatStop(true) may cause crash (interrupt spells) getHostileRefManager().deleteReferences(); DeleteThreatList(); Map* map = GetMap(); @@ -17389,7 +17389,7 @@ void Unit::SetFacingToObject(WorldObject* object) if (!IsStopped()) return; - // TODO: figure out under what conditions creature will move towards object instead of facing it where it currently is. + /// @todo figure out under what conditions creature will move towards object instead of facing it where it currently is. SetFacingTo(GetAngle(object)); } diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h index 5684a7bfa37..dc4c89198db 100644 --- a/src/server/game/Entities/Unit/Unit.h +++ b/src/server/game/Entities/Unit/Unit.h @@ -703,7 +703,7 @@ enum MovementFlags MOVEMENTFLAG_FALLING_SLOW = 0x20000000, // active rogue safe fall spell (passive) MOVEMENTFLAG_HOVER = 0x40000000, // hover, cannot jump - // TODO: Check if PITCH_UP and PITCH_DOWN really belong here.. + /// @todo Check if PITCH_UP and PITCH_DOWN really belong here.. MOVEMENTFLAG_MASK_MOVING = MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_BACKWARD | MOVEMENTFLAG_STRAFE_LEFT | MOVEMENTFLAG_STRAFE_RIGHT | MOVEMENTFLAG_PITCH_UP | MOVEMENTFLAG_PITCH_DOWN | MOVEMENTFLAG_FALLING | MOVEMENTFLAG_FALLING_FAR | MOVEMENTFLAG_ASCENDING | MOVEMENTFLAG_DESCENDING | @@ -715,7 +715,7 @@ enum MovementFlags MOVEMENTFLAG_MASK_MOVING_FLY = MOVEMENTFLAG_FLYING | MOVEMENTFLAG_ASCENDING | MOVEMENTFLAG_DESCENDING, - //! TODO if needed: add more flags to this masks that are exclusive to players + /// @todo if needed: add more flags to this masks that are exclusive to players MOVEMENTFLAG_MASK_PLAYER_ONLY = MOVEMENTFLAG_FLYING }; @@ -926,7 +926,7 @@ struct CalcDamageInfo uint32 procVictim; uint32 procEx; uint32 cleanDamage; // Used only for rage calculation - MeleeHitOutcome hitOutCome; // TODO: remove this field (need use TargetState) + MeleeHitOutcome hitOutCome; /// @todo remove this field (need use TargetState) }; // Spell damage info structure based on structure sending in SMSG_SPELLNONMELEEDAMAGELOG opcode |
